Category Archives: Indie Games

Almost a year ago to this day, I was interviewed by Good Game : Spawn Point. I felt honoured that they were interested in featuring some of my story.

A wee snippet from the life of an orphan child who was adopted by Australians and given a chance at a better life. It sounds like a storybook but like any, it has been filled with hardship, turmoil, struggle, hope, success, failure, and love. My life has never been a fairytale but I am still thankful for the chance I was given.

I’m really camera shy. I’ve always preferred being behind the camera instead of in front of it. Yet when this opportunity arose, I chose to do it, despite my fears.

Why you ask?
Simple. I wanted to help inspire young kids, especially young girls to create games. I wanted them to know it was a viable career choice.

The interview turned out okay. My mind went blank, my tongue got tied, but the crew behind the show managed to make the feature work despite that.

Like this:

I couldn’t take time off work to jam properly for the entire 48 hours at this year’s Global Game Jam 2016 so I decided to do a solo project. After all, if 48 hours is a tight deadline to make a game in a team, then what’s about 6 hours alone? Craziness I say but when did that ever stop me?

The theme this year was “RITUAL” so I decided to make a Twine game (or interactive story) about the rituals that a person can practice in their everyday actions to help them cope, or not cope, with depression in their daily life. It’s meant to keep looping for various segments. This is to imitate the feelings experienced from performing ritualistic acts, repetition, and spiralling frustration felt from sinking further into depression.

People suffering from depression have their own stories, experiences, and ways of dealing with it. This is only one take on the matter. I ran out of time to complete implementing other morning rituals, like personal grooming, exercising, playing with pets, etc… Such is life!

Sorry I’ve been a bit slack with my updates but I’ve been working on other stuff so only just recently picked up this project again.

Have a look at the Development Progress of the Game I’m currently building for Von Thundersvolt. It’s a long way from finished (always takes longer than you think!).

So far, here’s how it looks…

It’s another Development Demo to keep you all posted on the “Spaced Invaders :Von Thundersvolt” Game being produced for New Zealand Band, Von Thundersvolt. A Space Invaders / Moon Patrol inspired game which uses the Unity 3D Engine. There’s still a long way to go and I’m still gradually adding various elements, troubleshooting bugs. (Yes, I know there are problems!)

If you’ve read any of my earlier posts, you know that I’m trying to make a game in 2 weeks. It’s part of the Nagademo online event. Actually, it was supposed to be a month but I started with a more complex concept, had no spare time and had to scale down and change my plans.

I’ve been a bit unwell for the past couple of weeks. Good old winter! I just wasn’t made for the cold. In saying that, what warmer place could I live, if not New Zealand? Known for it’s stunning landscapes and skiing destinations.

I thought I’d post a small work in progress update which shows the initial prototype development of the “Space Invaders” inspired game. Last night was a friend’s birthday so my glorious hangover is making me feel a wee bit sorry for myself. It’s also not helping my already somewhat limited programming abilities.

As mentioned in my earlier posts, the game aims to be a simple, 8 BIT (ish), retro inspired game to promote New Zealand Band, Von Thundersvolt. It’s a bit of fun creative release for me.

I’ve added a small demo of the prototype I’ve developed using the Unity Engine. It’s a rough demo, so if you are expecting any hollywood style wizardry, you’re probably looking in the wrong place. The background music playing is actually Cut Chemist (my stereo was on), not Von Thundersvolt.

The assets are prototype only and will be replaced and developed. This video is displaying some of the basic functionality that I have already put in place using JavaScript. I can do some basic programming but it’s never been a strong skill of mine. Creating this game alone is an interesting challenge that I have given myself. It’s quite exciting when your code actually works (instead of exploding like a cream pie in your face). I’ve been thinking of trying a Visual Scripting Editor plugin but am unsure whether I’d just end up spending too much time learning it.

I’ve also been thinking a lot about the core game elements. Chatting to the band last night, there was a request for a Mad Max inspired vehicle… so that’s my design aim for the player… but with a more futuristic twist. Originally I was thinking of having the band members on top of a floating vehicle. However, I think that cutting down the number of animated assets needed is a good thing considering the tight deadline.

It’s an organic process. An exercise in Agile Game Design where my main aim is to keep it simple, keep it fun!

So I now find myself at the half way point …

of the Nagademo 2012 event. Due to lack of time (work) and me being unwell, I haven’t done anywhere as much work as I would have liked on my Whirly Whirly Game Concept. I have decided to re-assess my situation and am now changing the nature of my project.

I really like my concept for Whirly Whirly and feel that I can not give it the time or justice that it deserves so am shelving it for a later date.

The new project is a collaboration with local New Zealand Musicians, Von Thundersvolt. We spoke a few months ago, while sloshed at a party, about creating a retro inspired game to promote their band. They wanted a tribute to Space Invaders, but with lightning bolts!

Official Cover Art from the recently released Von Thundersvolt Demo, available for free on the link below.

Details are still being worked out but in summary:

A free to play casual game available on a web based browser and also as a stand alone download for Pc & Mac.

2D Space Shooter inspired by classic 80’s games such as Space Invaders and Galaga.

Built with the Unity 3D Engine.

Playing Character is a simplified representation of the band, Von Thundersvolt, aboard a floating vehicle.

Enemies are Corporate Tycoons who are trying to suck away the band’s creativity & convert it into cold hard cash.